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Posts tagged “Harvey Smith”

Arkane’s founder on why he’s ready to leave Prey devs

Raphael Colantonio, president and founder of Arkane Studios, announced that he was leaving the company earlier this week. Colantonio started Arkane in 1999 and was most recently the creative director on Prey [official site]. Today, at Gamelab Barcelona, he reflected on his time at Arkane and what prompted his departure.

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Feature: Lock-Skipping

Why Dishonored 2 allows you to skip its finest content

This is The Mechanic. Taking a dive into Dishonored 2 [official site] with Harvey Smith, it marks the first anniversary of the column. Holy heck! I hope you’ve been enjoying it. I want to thank everyone who’s read The Mechanic, and all the amazing designers it has given me the opportunity to speak to. Here’s to many more next year. In the city of Karnaca…

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Feature: A Game For Everyone

How Jason Rohrer Won The Game Design Challenge

A real high-point of every GDC is the Game Design Challenge. Well, was. Sadly the tenth year of this annual treat was the last, with organiser Eric Zimmerman bringing proceedings to an end. And wow, did it go out in style. With the apposite topic, "Humanity's Last Game", some of the biggest names in the industry put forth their pitches for the last game we'd…

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Feature: Getting Pumped

The Gaming Pulse: Dissecting Dishonored’s Heart

There's no question that Dishonored's Heart deserves celebration. Fortunately RPS contributor Paul Walker has done that in fine style, digging in to what makes the object so significant to the game, and speaking to co-creative directors Harvey Smith and Raphael Colantonio about how it came to exist, and their feelings about its part in the game. Dishonored's Heart is an object which lives up to…

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Feature: Block Party

Will We Ever Get To Play “One City Block”?

Following on from my article on the importance of keeping our eye on the future, I've started writing what will no doubt be an irregular column on the future of games. I wanted to start with looking at the future of some aspects of game design, and particularly – in the context of the previous column – looking at the kinds of things that have…

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Feature: Putting It All In Perspective

Interview: Unmasking Dishonored’s Harvey Smith

Dishonored is pretty great. Incredible, even – at least, in places. We've had many wordthinks about it, and odds are, the future will bring many more. Those, however, are for another time. Today, we're giving the angular, Viktor-Antonov-designed spotlight over to one of the main minds behind the whale-powered wonder, Harvey Smith. From System Shock to the original Deus Ex to an ill-fated Area 51…

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Harv And Raph: Gabbin’ ‘Bout Dishonored

I went to Youtube and searched for "that immersive sim that's being made by the Dark Messiah dude and the guy from Deus Ex", which I'll admit was a typo as I was really looking for "Loch Ness monster proof" videos. But to my pleasant surprise it turned up a double-header interview with the lead designers of Dishonored. Game Informer sat down in Arkane's oddly…

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First Dishonored Footage: Shows Very Little, Still Exciting

I was this close to falling asleep there, but then Dishonored footage landed and my heart-rate spiked. Just a couple of minutes of non-action footage interspersed with Harvey Smith and Raphael Colantino talking about their amazing sounding immersive sim. It's kind of not saying anything new: you're a supernatural assassin, a sandbox game that enables the player to explore how they want to play with…

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Feature: After the Revolution

Arkane’s Harvey & Raf Unravel Dishonored

Following a demo showing of Arkane's remarkable retro-future, supernatural stealth/action immersive sim Dishonored (as described here), I roped co-creative directors Harvey Smith (one of the minds behind Deus Ex and System Shock) and Raphael Colantonio (co-creator of Arx Fatalis and Dark Messiah) into a chat. A chat about what? About choice, about avoiding compromise, about making rats believable, about possessing fish, about how they're "hell…

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Harvey Wordsmith: The Argument

After the big immersive sim interview we did, Ex-Deus-Ex-er Harvey Smith's latest game is somewhat smaller than we were perhaps expecting. As small part of his MFA homework, he's just wrote a short Interactive Fiction and lobbed it online. Really slight but emotionally true, I link mainly because much like Rod Humble's art-projects, it's interesting to see what mainstream devs do in their downtime. Play…

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Dark Futures Part 4: Raphael & Harvey Arkane

Raphael Colantonio and Harvey Smith are game designers who are currently co-directing an unannounced project at Arkane Studios, working across offices in Lyon and Austin. They've been making games professionally since 1993, with a keen interest in first-person games with detailed environments and RPG features. Colantonio is the founder, CEO and Creative Director at Arkane. Under his direction, Arkane created Arx Fatalis and the PC…

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Feature:

Counting For Taste

Watching Jesse Schell's DICE2010 presentation about recent trends in game development - which took as its subject matter the unexpected popularity of Facebook's "social" games and the external reward boom (unlocks, achievements, increased focus on the "score" for gaming generally) - I started to have a think about our Gaming Made Me series. I don't think there were many mentions in there of "I just…

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Project: Origin (No, Not That One)

Gaming archaeology: now there's an idea. It can only be better than Bonekickers, anyway. Upon hearing that EA Mythic had received several crateloads full of Origin Systems (the long-dead studio behind the Wing Commander and Ultima games, plus System Shock, and once home to the power duo of Warren Spector and Richard Garriot) archive materials, a group of fans arranged to catalogue the treasure trove.…

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Harvey Smith Is A Lone Ranger

Blimey, it's been a busy day for videogame gossip. And there's more. As you probably already heard, Harvey Smith has left Midway a couple of days after his rather ineloquent comments about BlackSite: Area 51. His infamous "so fucked up" speech really did sound like the last thing anyone gets to say when representing a company. And indeed, it was. After his tribute to Gerald…

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Smith On Blacksite

Wired magazine's blogging wing are running a postmortem of Blacksite: Area 51, which provoked a widespread 'meh' response from critics. (Some even went so far as to 'pff'). The piece is based around a chat with design lead Harvey Smith at the Montreal Games Summit 2007: The first time Harvey Smith came to Montreal he had just finished his work as lead designer on the…

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The Making Of: Harvey Smith

[At this point in these postmortem features, I decided to mix it up a little for PC Format. Since they were integrated into the mod-section of the magazine - with the subtext that they were inspirational things for readers thinking about becoming games developers - I thought a look at how a designer got to be a designer could be fun. Luckily, Harvey, who's previously…

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“The Gameplay Ecology”

Midway's Harvey "Deus Ex" Smith has a bit to say about the development of environments and "gameplay ecologies" for his new shooter, Blacksite: I suspect Blacksite might actually be worth getting moderately excited about. Smith is at the controls, and there's both Gears Of War jump in/out co-op, Stranglehold's destructible environments, and some Brothers In Arms squad-control stuff. Area 51 might have been a bit…

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